Farmer's Guild Latest Topicshttp://forums.steamforged.com/forum/48-farmers-guild/Farmer's Guild Latest TopicsenVS Blacksmithshttp://forums.steamforged.com/topic/43235-vs-blacksmiths/
I'm playing into Blacksmiths tomorrow and unsure on who to take against them. I can see Bushel and Jack being useful for goal threat as expect to play against a scrum heavy smith team and peck for KD/Fire removal. I'm stuck between captain's as Grange's for the family to aid the football side and constitution but can see Thresher's 3" and they ain't tough being useful too. I'd then take Ploughman and either Windle or Fallow as the 6th for damage out put vs rowdy in the scrum.
]]>43235Sun, 17 Feb 2019 14:04:15 +0000March erratahttp://forums.steamforged.com/topic/43199-march-errata/
What are your predictions?

Anything on your wish list?

]]>43199Tue, 29 Jan 2019 21:49:13 +0000Scalpel woeshttp://forums.steamforged.com/topic/43166-scalpel-woes/
I am currently 2-2 versus scalpel (1-1 with both captains) and it is the hardest matchup that I have played thus far in season 4 with farmers. I am wondering what tactics you take into her. *This is at a very high skill level and competitive scene.

Problems -

1- getting pushed out of or away from the setup that I have created

2- crowd outs and easy wrapping for morts players because of voodoo strings

3- The ability to switch styles mid game and goal score (midnight offering 7 inches, sprint 9, 4 inch dodge after goal and then 4 inch dodge from second wind.)

This one is particularly hard after I set up the scrum and actually feel like I have an advantage, she scores and typically can generate enough momentum to be in the running, and then if she goes first can spirit bomb voodoo strings herself back to a goal scoring opportunity.

]]>43166Wed, 16 Jan 2019 16:17:42 +0000Season 4 resultshttp://forums.steamforged.com/topic/42927-season-4-results/
After playing many different guilds for quite some time, I have become intrigued with season 4 farmers. So far I have had success with both captains and currently sitting at a 5-0 record. I have played alchs twice butchers twice and morticians once. Setting up HM is easier than ever with the buffs to ploughman and jackstraw and the reapers really do a lot without having to remove them too often. The teams I have had success into have also been glass cannon types so I am wondering how I will do into Brewer hefty lineups and a lot of tough hide. Just seeing what everyone else thought.

Happy Planting!

]]>42927Wed, 07 Nov 2018 16:30:09 +0000Into Brewershttp://forums.steamforged.com/topic/43115-into-brewers/
Hey all, so wondering what captain you prefer into Brewers and why. To me, it seems like you'd take Thresher if you want more of a football game, and you'd take Grange if you want to set up a good scrum game.

Based on the report if Amber was in the Farmers what do we think she would be based on the scout report.

I'm going with - good kick, but probably not a striker level, so few dodges and buyable means of getting out of a fight.

Fairly hard hitting, especially when an enemy is knocked down

Planter, which I'm getting from the hard working description.

]]>42586Mon, 10 Sep 2018 11:36:38 +0000Crazy 4 Reaper team idea for Season 4http://forums.steamforged.com/topic/42817-crazy-4-reaper-team-idea-for-season-4/
Is this a little bit mad..?

Thresher, Buckwheat, Jackstraw, Ploughman, Fallow, Windle...

Here's the maths:

The team brings a total of 9 INF which is pretty low, but with 11 to spend you can be at full capability, with 1 for Jackstraw, 2 for windle, 3 for buckwheat and 5 for thresher. You want an early goal and a harvest marker saved to be at full capacity.

As for Harvest markers, You can happily put down 4 each turn (Ploughman puts down one for free and his aura generates a second for free, and Jack can pay 1 to generate 2). Fallow wants 2, but Windle and Thresher want 1 each and Buckwheat might want one, but not always. That means you can feed the three non-mascot reapers with harvest markers on a neutral turn and with a couple saved up during turn 1 you can have that 5th knocking around for when you need it to extend Buckwheat's range.

Is there some sort of rules interaction I've missed or might this actually be viable in S4?

Probably going to be trying it out tonight.

Ben

]]>42817Thu, 18 Oct 2018 14:35:03 +0000New Farm Handhttp://forums.steamforged.com/topic/42764-new-farm-hand/
Hey guys, I just ordered myself the Old Fathers Harvest set as my first team. I've only ever played one demo of GB so went for rule of cool when buying; however there seems to be a concerning level of negative reactions to S4 changes with Farmers.

As such what advice would you give a new player to help make my entry to this game smoother and more enjoyable? I'm happy to buy the original farmers team if needs be, but if I can get advice around the team I'm getting that would be super appreciated too.

]]>42764Sun, 14 Oct 2018 09:01:11 +0000Rookie Draft, pick a player!http://forums.steamforged.com/topic/42637-rookie-draft-pick-a-player/
So here it is, pick which player you’d like to see us play for and win!

Please feel free to discuss in the comments and share you thoughts on it.

Just ordered Farmer's Honest Land set, have been stalking the game (and these forums) for a bit, but finally registered and posting today. I read some references to enemies trampling harvest markers, but couldn't find rules referencing this in the rules on the website or the GB Manager cards. Can anyone point me to the rules regarding harvest markers so I can make sure I am prepared?

Hey guys, now real life has calmed down a bit I'll be able to put some more regular content out for the blog. Today I decided to write up my expereince with Farmers over the last month.

I know there has been some talk recently on the guild, so check out what my experience has been and let me know what you think.

Cheers all

]]>42219Sun, 17 Jun 2018 14:01:10 +0000Draftshttp://forums.steamforged.com/topic/42360-drafts/
Shall we make a poll here when it goes live who we want?
]]>42360Mon, 23 Jul 2018 11:14:52 +0000S4 Ploughmanhttp://forums.steamforged.com/topic/42577-s4-ploughman/http://steamforged.com/sfg-news-blog/season-4-ploughman

A nice streamlined version of Ploughman for Season 4.

Biggest take from this is the rather large change to the rest of the team! No Tooled Up or Honest Labour (as it currently is), and presumably Threshers Legendary has changed too.

]]>42577Wed, 05 Sep 2018 11:16:33 +0000What kind of player would you like to see?http://forums.steamforged.com/topic/42380-what-kind-of-player-would-you-like-to-see/
What kind of player would you like to see us get in the free cities draft?
]]>42380Sat, 28 Jul 2018 01:43:52 +0000Idea for farmer's minor guildhttp://forums.steamforged.com/topic/42356-idea-for-farmers-minor-guild/
Bee keepers, they make bee tokens that have a pollination mechanic. Maybe a fly like ability or like bonuses for "swarming". Honey is a curative(arguably) substance that could be condition removal for farmers. Maybe we wouldn't be able to get goal scoring but healing and token shenanigans (better than honour though) would be nice. An aoe that causes poison and damage cuz it's bees. Their mascot could be a giant bee. OR one of those bee boxes. The ideas just keep coming.
]]>42356Sun, 22 Jul 2018 20:36:46 +0000Starting farmers into brewers - second game butchershttp://forums.steamforged.com/topic/42181-starting-farmers-into-brewers-second-game-butchers/
Giving my farmers their first run out tomorrow, as a mate wants to practise his brewers into them. Any tips on lineup and tactics - general or brewers specific, for a player who has never so much as placed a harvest marker?! Ta ☺️
]]>42181Wed, 06 Jun 2018 14:10:53 +0000Defending against Striker Pincer attackshttp://forums.steamforged.com/topic/41271-defending-against-striker-pincer-attacks/
Took the Farmers to a couple of events lately and found many people's answer to Thresher was to bring all their strikers and run them down the wings. You know the kind of game, high pressure football, probably ending before I can really get the Farmers cranked up.

So far Jackstraw has been most useful in killing the ball but I still can't hold on to it long enough to grind them out.

Perhaps I should bring Grange in those games? Grange has game, but I've been neglecting him in favour of Thresher to make the most if him before he gets the nerf hammer...

What do you guys do against Midas, Shark, Honour/Mist/Flint, Pin Vice etc? I'm guessing vet Honour will help this

]]>41271Tue, 27 Feb 2018 00:19:47 +0000V. Honour is Stronger Than You Thinkhttp://forums.steamforged.com/topic/41885-v-honour-is-stronger-than-you-think/
Hi Guys! New to the Forum Here!

The Exile-Release of the Union has been, in my opinion, one of the best set of releases since I got into the game.

I've enjoyed theorycrafting how I'd play (or counter) all of the different models, in particular vDecimate and vHonour (i.e. as I play Brewers and Farmers). And through proxying each of the models, I've playing with or against them to get both a feel as to how they play, and how they could potentially fit in a competitive 10-man line-up. After I play a few games to get my initial impressions, I refer to this forum to gain a second opinion, which is usually quite enlightening to say the least....

However, I was disappointed to find that the only discussions that I found about vHonour were on how to improve her, rather than how to utilise her properly as a unit. So, I decided to get the ball-rolling myself and share my own opinions, (feel free to debunk my points if you want).

vHonour Synergies - As a Farmer Player, It's important for the team to synergize well together, everyone has to be tightly-packed to take advantage of harvest markers. In fact, this point is emphasised even more due to the recent errata, which somewhat-limited how much influence you could gain from the strategy without hurting other battle-plans. Unfortunately, this is a severe problem, as many farmers, in particular, the reapers, require a lot of influence to do their jobs effectively. vHonour is an influence-battery, providing more immediate-influence than Millstone, without requiring much influence to work herself. In addition, she synergizes well with those that usually stick to the back-lines, in particular: with the Ploughman! By using her abilities to remove, and place harvest markers, she effectively doubles the value you'd usually get from him - this only intensifies as you add a third planter. In my games, using her with Ploughman meant that I always had at least three markers to share around. That's not all though! She can be used with Jackstraw to set up his movement, to move Harrow's harvest markers if he produces them through his attacks, or to set-up basically any Reaper for a power-up at the end of a turn.

Bringing Back the Thresher - Although I agree that Thresher was originally too-good, I, for one thought that the nerfs from Steamforged were a tad much. But, I'd like to to think that they'd had considered vHonour in this decision as well - and it's just what was needed to bring the Old Father back into the limelight. In my opinion, Thresher wasn't viable due to a lack of influence his team's usual line-up had, at an unhealthy 11 (and that's without the Donkey). However, vHonour solves all of those problems, ensuring that plenty of harvest markers are available where they're needed, whilst not eating up many herself. I had much success with the following line-up: Thresher, Buckwheat (On a Thresher Team?! Don't click away, it's Legit), Tater, Jackstraw, Ploughman, and of course, vHonour. That's 12 Influence! I also found that comboing both legendaries would just lead to a horrible, horrible turn for the opposition: I killed Anvil and Sledge in a Singular Turn!

Grange's Mauling Tractor of Doom - My favourite strategy: including Grange, Peck, Windle, Fallow, Ploughman, and vHonour. Only 11 Influence. But comboing both legendaries, will again, cause inevitable death and destruction, by maxing out the influence of nearly all of your players. Apart from that, it's all about planting to gain an advantage in the following turn, so you can max out Grange, Fallow & Windle with Influence.

Anyways, I's like to thank you for reading of those of you that got this far. What are your thoughts of vHonour; Do you agree with me? Or is Millstone just better? Let the arguments begin!

]]>42194Fri, 08 Jun 2018 07:27:53 +0000Butchers problemshttp://forums.steamforged.com/topic/41565-butchers-problems/
I play against the local pundit about once or twice a week and lose almost every time against his butchers. The times I have won, were because we were in a league and I had the advantage at smaller team sizes. So I've tried goal scoring lists like bushel tater buckwheat jackstraw barrow and grange with almost no success and fighty teams(my personal favorite list) grange fallow jackstraw milestone tater peck with slightly more success but I can't get to 4 kills one goal. Any advice on beating butchers?
]]>41565Thu, 29 Mar 2018 11:44:02 +0000Vet honour and ploughman interactionhttp://forums.steamforged.com/topic/42064-vet-honour-and-ploughman-interaction/
I know everyone has been talking about this but I'm confused. So can someone run me through this step by step? Ploughman places rough ground, honour drops her hm, then picks it up and replaces getting me two hms? Or am I missing something? I don't have the cards in front of me. And I've read all the posts about it. Maybe I just don't get it or need to see it visually.
]]>42064Mon, 21 May 2018 13:22:37 +0000Farmers @ Vengeance 2018http://forums.steamforged.com/topic/42065-farmers-vengeance-2018/
Hi,

So the biggest GB tournament has just been and I was looking at longshanks to see how farmers had gone on. There were only 8 farmer players & the highest farmer player ended up at 34th. The reason I put this is because we were the lowest ranked team, I put the rest of the teams below for comparison:

Alchs - 21st

Smiths - 12th

Brewers - 3rd

Butchers - 25th

Engineers - 26th

Fish - 8th

Hunters - 6th

Masons - 2nd

Morts - 16th

Rats - 4th

Union - 1st

Looking at the captains that was played out 8 players playing 7 games each, Thresher was picked 44 times (79%) & Grange was picked 12 times (21%).

Does this mean that we're the worst team? Does this mean that the nerf that they gave thresher was too much? Or do you think that players have got used to playing against Thresher & have "sussed" him out?

I love getting under the data especially after big tournaments to find out what the meta is like.

Some people say to me that they think Grange is now better than Thresher but i'm still yet to be convinced but looking at these stats they might right?

What are your thoughts on these stats? Is there any other stats you would like me to get?

Thanks,

Dom

]]>42065Mon, 21 May 2018 14:14:02 +0000Farmers into alchemistshttp://forums.steamforged.com/topic/41714-farmers-into-alchemists/
Any tips on playing against alchemists?
]]>41714Fri, 13 Apr 2018 00:11:49 +0000Farmer Player Summarieshttp://forums.steamforged.com/topic/41543-farmer-player-summaries/
Farmers! This thread is for you as a community to create and refine summaries for your models. If you like and use a particular model, and what you do with it isn't listed or the Guild you think they're great into (or risky into) isn't shown, post your thoughts below! The aim is to create a couple of sentences that sums up what each model can achieve on the pitch, to help newer Guild members get ideas. But don't feel you have to post about all of them, just go for ones you're confident with

I'll keep updating this first post with new information when people add it to this thread, so post away!

Grange (C) -

The general support Captain, both offensively and defensively. If you're on the attack, has a column and gives out extra TAC and Damage, as well as boosted Crowd Outs. If you need to be defensive, he hands out Tough Hide and Sturdy. If you want to go for goal, he can hand out boosted KICK. Also drops Harvest Markers, one free each turn and an extra via his legendary play.

Good into: // Risky into:

Thresher (C) -

A super solo captain with decent move, up to 3" melee using harvest markers, and a high TAC and playbook. Focussed around damage, with early momentous damage and the ability to strip ARM alongside damage by column 4. Can hit everyone around him using Harvest Markers, and heal while doing damage via his legendary. While he does excellent damage, he also has decent KICK and a reasonably early combo making him a decent goal threat.

Good into: // Risky into:

Peck (M) -

Useful for protecting allies against conditions and getting them back up after . Also serves as a decent ball holder with 5 DEF, though can't really take the ball off people as his is hard to reach. Provides a decent amount of Inf for a mascot, making him useful just by being picked.

Good into: // Risky into:

Buckwheat (M) -

Good into: // Risky into:

Bushel -

Great when receiving, able to move the ball about well and open up scoring options. Teamed with Harrow, makes a great ball holder. She's not the best at claiming the ball off the opposition and isn't going to do a lot of damage, but can generate plenty of momentum doing it.

Provides a bubble of healing, as well as generating the odd Harvest Marker - he needs positioning to do it but can generate plenty if done right. Also brings Tooled Up, making him an all round assist model. Needs protecting from threats, so keep off the front line.

Provides plenty of Inf for the team, and a source of ranged damage. Deceptively mobile with teleporting via Harvest Markers, and with a respectable KICK is good for goal threat or passing for Teamwork movement. Produces Harvest Markers.

Good into: ?? // Risky into: high ARM (Masons, Blacksmiths)

Millstone -

Good into: // Risky into:

Ploughman -

Good into: // Risky into:

Tater -

Good into: // Risky into:

Windle -

Able to eliminate players with enough set up, getting into position using the ball and dodge traits. Works well with support models that can provide buffs and harvest markers for him to use. Has an easy source of healing, making him harder to take down than expected.